Conference aimed at discussing the possible counter-effects when practicing educational games.
Keywords : Ludopedagogy, Edutainment, Counter-effects, Pratices, Game, Play, Serious game
The serious game combines fun means with a productive, educational or communicational purpose. The book approaches the subject from an original angle, starting from the functions of playful activity in the animal world to question the paradoxical purposes in the production and use of video games. Julian Alvarez thus connects the solitary game offered by the most sophisticated virtual mediations with the most apparently rudimentary animal practices. However, he does not stop at this comparison bu
[...]
Keywords : Liberty, Gamification, Edutainment, Ludopedagogy, Ethics, Interpretive gap, Video game, Game
Lecture given as part of FIJLoC (Festival International du Jeu et Loisirs des Caraïbes). This conference addresses the issues surrounding the video game industry on an international level, as well as questions surrounding the Soft Power operated via video games. Link to the video
Keywords : Soft Power, Video game industry, Ethics, Editions
The main objective of this study is to assess the reliability of the Blue Bot experiment by statistical means. This experiment was carried out in 2017 in France and was based on the reported performances of 230 pupils in 28 Year-1 1 classes for coding, decoding and programming. 35 teachers were involved in the Blue Bot project. This study aims at replying the following issue: Out of the various available modalities (body, robot and tablet), what types of performances were identified when five-ye
[...]
Keywords : Robot-based pedagogy, Coding / decoding, Modalities, Comparative study, Programming design, Evaluation research, Serious games, Year 1 pupils
Between 2021 and 2022, INSPE Lille and Julian Alvarez have designed and produced a traveling exhibition entitled “Does the video game escape the question of gender?”. With a view to media education, the exhibition invites visitors to question the representations and imaginaries conveyed by video games in relation to questions of gender, identity and sexual orientation.In concrete terms, the exhibition is made up of 15 posters, based on the principle of Figure 1: a central question, i
[...]
Keywords : Video game, Gender, Gender stereotype, Sexism
Why use games in schools, extracurricular activities and associations? Can games help us learn? What skills can be acquired through play? We invite you to the Canopé 972 workshop on November 30 from 8:30 a.m. to 5 p.m.! Come and discover the “Lab'Ludopédagogie”, a space dedicated to experimentation, exchange and sharing around play. Morning: Conferences/discussions with Julian Alvarez (in person or online) 
[...]
Keywords : Ludopedagogy, Edutainment, Serious game
In France, 25% of the population plays games on a regular basis (monthly or weekly), and the board game sector has seen double-digit growth in recent years. In this fast-growing world, escape games are taking center stage. Escape game rooms are springing up in towns and cities (+32% since 2019, despite the health crisis), and card games of the same type (unlock, descapes, exit...) are now legion. This has naturally inspired people wanting to create serious games. Today, you'll find escapade game
[...]
Keywords : Escape game, Serious game, Education escape game, Ludopedagogy, Pedagogy, Edutainment
Workshop designed to introduce participants to how to structure a fun educational session through a concrete illustration: setting up a fun activity involving video games. The objective is to make them understand the concept of the three educational stages: introducing, facilitating and debriefing the activity to maximize the chances of achieving the useful goals.
Keywords : Video game, Pedagogy, Ludopedagogy, Edutainment, Serious game, Gamification, Structuring
Abstract— While the serious game concept has considerably evolved in the last two decades, it still needs to be clearly differentiated from other types of artifacts. Thus, there is a degree of confusion about the relationship between serious games and other related applications such as simulators or the re-purposing of entertainment games within educational practices for most outside the domain. This article proposes a formal approach toward classifying Games, Toys, Serious Games, Serious
[...]
Keywords : Formal definition, Health, Health Game, Serious Game, Serious Modding, Serious Re-purposing, Serious Toy, Simulator
The present study aims to verify the emergence of the terms « game play » (in one word) and « gameplay » (in two words) within the framework of the Anglophone and Francophone video game cultural sphere. Starting from the writings of Wikipedia who sees the origin of these words associated with the mention « How the game plays ? » which would have appeared on the first coin-op arcade games, we are conducting an investigation of
[...]
Keywords : gameplay, game play, video game, lexicometry, emergence, coin-op arcade Games, History of video game